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[Urgent] Simulacrum questions
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<blockquote data-quote="the Jester" data-source="post: 991022" data-attributes="member: 1210"><p>Sorry to hijack your thread, Iron_Chef....</p><p></p><p>As to all your questions, here's how I run it.</p><p></p><p>A simulacrum has 50-60% of the knowledge of the originator. I take this to mean it has a 50% chance to know a given thing its originator knows; I doubt a 10th-level character knows half the stuff a 20th level character knows (he probably knows somewhat more, given previous life experiences). As far as personality goes, I figure it's got a lot in common with the creature it's made from, but it's a sort of warped pale copy. A sim of a lawful good transmuter who's well-known for his generosity is naturally impelled to be about half as generous, for example, or an egotistical arch-wizard's sim will have about half the arrogance and confidence of the originator. </p><p></p><p>I believe a sim is aware that it's a sim- it's often smart enough to realize there are holes in its memory, etc. It's not a construct, it's a shadow, and therefore not subject to the repair spells and the like. I actually started a thread about that not too long ago and that seemed to be the consensus. It doesn't have the cold subtype, so no extra damage from fire</p><p></p><p>I have to disagree with the idea that it can't spend xp; it can't gain xp, but I'd say it has xp commensurate with its level, and it can spend them until it's about to lose a level from doing so. (You can't spend so many that you'd actually lose one, though.)</p><p></p><p>While on its own time, a sim will tend to try to fulfill whatever ambitions it's got that weren't explicitly forbidden by the caster, who can control it verbally or through any other means at his disposal (sending, etc).</p><p></p><p>The creator can't implant false memories and personality fragments without taking further steps such as modify memory.</p><p></p><p>Finally, a sim of an evil person might plot to overthrow its originator but wouldn't be able to act directly against him under normal circumstances- it's under his control. But it could try to take actions it wasn't explicitly forbidden in order to undermine him. Watch out for literalist interpetations of commands!</p><p></p><p>Hope this helps...</p><p></p><p>Oh, yeah, one more thing- there's a link to the story hour I was mentioning in my sig; it's all developing in the 'To War Against Felenga' story.</p></blockquote><p></p>
[QUOTE="the Jester, post: 991022, member: 1210"] Sorry to hijack your thread, Iron_Chef.... As to all your questions, here's how I run it. A simulacrum has 50-60% of the knowledge of the originator. I take this to mean it has a 50% chance to know a given thing its originator knows; I doubt a 10th-level character knows half the stuff a 20th level character knows (he probably knows somewhat more, given previous life experiences). As far as personality goes, I figure it's got a lot in common with the creature it's made from, but it's a sort of warped pale copy. A sim of a lawful good transmuter who's well-known for his generosity is naturally impelled to be about half as generous, for example, or an egotistical arch-wizard's sim will have about half the arrogance and confidence of the originator. I believe a sim is aware that it's a sim- it's often smart enough to realize there are holes in its memory, etc. It's not a construct, it's a shadow, and therefore not subject to the repair spells and the like. I actually started a thread about that not too long ago and that seemed to be the consensus. It doesn't have the cold subtype, so no extra damage from fire I have to disagree with the idea that it can't spend xp; it can't gain xp, but I'd say it has xp commensurate with its level, and it can spend them until it's about to lose a level from doing so. (You can't spend so many that you'd actually lose one, though.) While on its own time, a sim will tend to try to fulfill whatever ambitions it's got that weren't explicitly forbidden by the caster, who can control it verbally or through any other means at his disposal (sending, etc). The creator can't implant false memories and personality fragments without taking further steps such as modify memory. Finally, a sim of an evil person might plot to overthrow its originator but wouldn't be able to act directly against him under normal circumstances- it's under his control. But it could try to take actions it wasn't explicitly forbidden in order to undermine him. Watch out for literalist interpetations of commands! Hope this helps... Oh, yeah, one more thing- there's a link to the story hour I was mentioning in my sig; it's all developing in the 'To War Against Felenga' story. [/QUOTE]
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